I feel like they should not live in "human" cities. There is no use of such creatures in TES so it would be weird to just add them in all of a sudden. I think these should be treated as primitive native tribes of sub-Saharan Africa and the Amazon of Brazil. Perhaps even have enough of a distinction in some models to show the difference in jungle tribes or plains tribes.

cheers yeti, yeah this variant should have dialogue. probably something similar to the ashlanders with certain customs to ensure the players safety in the tribes etc. agree with Samir about living in cities tho, maybe one or two in the imperial city trying to become merchants? infragris would be the one to ask

will definitely do some variations of the model once it's finished. I think a female version is top of my list atm

Wow, that's fantastic. I watched the video like 10 times, in awe every time. Regarding clothes - how about some kind ofabolla for the male? He could also go with a nose ring, though it may be quite cliche.

I imagine the female wearing plain white dress with a simple rope belt, as seen on the right here. I think the contrast between her rough appearance and pure outfit would be interesting here.

cheers ragox, i dont have mw installed atm but ill get a screen for you when i do. mino is about two heads taller than imperial male tho. was just a temp line for a sword or something, i like the idea of pikes for the avil guard tho

creatures can only have a limited number of idles and i assume the same is true for npcs. if we were to do a new idle it would have to take the place of one of the current idles i think, and every npc with a % chance to play that idle in the CS would do it. and randomly. I think this is why vivec, alma and ur were creatures for unique anims

could be wrong tho, i havent touched animations in months and haven't got morrowind installed yet either :/

Ald-Ma' Cyrod wrote:creatures can only have a limited number of idles and i assume the same is true for npcs. if we were to do a new idle it would have to take the place of one of the current idles i think, and every npc with a % chance to play that idle in the CS would do it. and randomly. I think this is why vivec, alma and ur were creatures for unique anims

could be wrong tho, i havent touched animations in months and haven't got morrowind installed yet either :/

You can actually assign file with animations to selected NPC and animations that are in the assigned file will overwrite vanilla ones only for given NPC. For example, you can have files myAnimations.nif, xmyAnimations.kf and xmyAnimations.nif, which will contain animations labelled as Idle7, Idle8 and Idle9. If you assign this file to given NPC, he/she will have Idle1-6 from vanilla file (not sure which one it is for NPCs, but I think it might be simply base_anim.nif, xbase_anim.kf, xbase_anim.nif) and Idle7-9 from the new file. No other NPCs will be affected.

Exactly. You just need to also configure it's AI package correctly to play animations. It is also possible to set the animation play chance differently via scripts and dialogResults, so you can force-play some animation when you want to.

low class nibenese pant variants. mud overlay on left and paint on the right, thought being we can reuse assets with minor edits to show a wide variety of trades. will try and get the set finished up tomorrow with some color variants and maybe some with satchels and other decoration. anything in particular people would want to see on these?